OnHierarchyChange() protected method

protected OnHierarchyChange ( ) : void
return void
Esempio n. 1
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    public static void CreateHierarchy()
    {
        CheckForDefaultHierarchy();

        TextSceneHierarchy tsh = EditorWindow.GetWindow(typeof(TextSceneHierarchy)) as TextSceneHierarchy;

        tsh.Show();
        tsh.OnHierarchyChange();
    }
Esempio n. 2
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        private void DisconnectTextScene()
        {
            if (go == null)
            {
                return;
            }

            Undo.RegisterSceneUndo("Disconnect TextScene " + go.name);

            TextSceneObject textSceneComp = go.GetComponent <TextSceneObject>();

            if (textSceneComp != null)
            {
                DestroyImmediate(textSceneComp);
            }

            TextSceneObject[] firstLayer = Helper.GetComponentsInChildren <TextSceneObject>(go, 1);

            //Enable next layer of TextSceneObjects.
            foreach (TextSceneObject tso in firstLayer)
            {
                tso.hideFlags           = 0;
                tso.transform.hideFlags = 0;
            }


            //Enable all disconnected gameobjects until the next TextSceneObject.
            foreach (Transform child in go.transform)
            {
                Component[] toEnable = Helper.GetComponentsInChildrenAboveType <TextSceneObject>(child.gameObject);

                foreach (Component comp in toEnable)
                {
                    comp.hideFlags = 0;
                }
            }

            TextSceneHierarchy tsh = EditorWindow.GetWindow(typeof(TextSceneHierarchy)) as TextSceneHierarchy;

            tsh.OnHierarchyChange();
        }
Esempio n. 3
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    public static void Refresh()
    {
        TextSceneHierarchy tsh = EditorWindow.GetWindow(typeof(TextSceneHierarchy)) as TextSceneHierarchy;

        tsh.OnHierarchyChange();
    }